void cone::Read(Loader &input) { char token[MAX_INPUT_LENGTH]; bool moreTokens; do { input.PeekTokens(token, 1); moreTokens = true; if (strcmp(token, "base") == 0) { input.ReadToken(token); for (int i = 0; i < 3; i++) if (!input.ReadFloat(base[i])) input.Error("Not enough parameters for cone's base in cone '%s'", objectName); } else if (strcmp(token, "radius") == 0) { input.ReadToken(token); if (!input.ReadFloat(radius)) input.Error("Error reading radius in cone '%s'", objectName); } else if (strcmp(token, "height") == 0) { input.ReadToken(token); if (!input.ReadFloat(height)) input.Error("Error reading height in cone '%s'", objectName); } else if (strcmp(token, "axis") == 0) { input.ReadToken(token); if (!input.ReadInt(axis)) input.Error("Error reading axis number in cone '%s'", objectName); } else if (strcmp(token, "capped") == 0) { input.ReadToken(token); if (!input.ReadBool(capped)) input.Error("Error reading height in cone '%s'", objectName); } else if (strcmp(token, "resolution") == 0) { input.ReadToken(token); if (!input.ReadInt(resolution)) input.Error("Error reading resolution in cone '%s'", objectName); } else moreTokens = false; // If we don't recognize it jump out ... it is an attribute } while (moreTokens); SetupShape(); }
void sphere::Read(Loader &input) { char token[MAX_INPUT_LENGTH]; bool moreTokens; do { // We need to "peek" because if the token isn't giving us one // of the sphere properties, then it is a shape attribute like // color and if we've already read it out of the file, the shape // class would not be able to read the attribute afterwords. // So we "peek" at the token which does not remove it from the // file stream. For more information, see the "PeekTokens" // method defined in the Loader class input.PeekTokens(token, 1); moreTokens = true; if (strcmp(token, "center") == 0) { input.ReadToken(token); for (int i = 0; i < 3; i++) if (!input.ReadFloat(center[i])) input.Error("Not enough parameters for sphere's center in sphere '%s'", objectName); } else if (strcmp(token, "radius") == 0) { input.ReadToken(token); if (!input.ReadFloat(radius)) input.Error("Error reading radius in sphere '%s'", objectName); } else if (strcmp(token, "resolution") == 0) { input.ReadToken(token); if (!input.ReadInt(resolution)) input.Error("Error reading resolution in sphere '%s'", objectName); } else moreTokens = false; // If we don't recognize it jump out ... it is an attribute } while (moreTokens); SetupShape(); }
void glslShader::Load(Loader &input) { char token[MAX_INPUT_LENGTH]; do { input.ReadToken(token); if (strcmp(token, "vertexshader") == 0) { char tmp[256]; if (!input.ReadToken(tmp)) input.Error("Couldn't find vertex shader name after vertexShader token in glslShader"); else sprintf(vertexShaderName, "%s", tmp); } else if (strcmp(token, "fragmentshader") == 0) { char tmp[256]; if (!input.ReadToken(tmp)) input.Error("Couldn't find fragment shader name after vertexShader token in glslShader"); else sprintf(fragmentShaderName, "%s", tmp); } else if (strcmp(token, "uniform") == 0) { input.ReadToken(uniformParamNames[nUniforms], true, false); // This token should be upper & lower case nUniformComponents[nUniforms] = 0; for (int i = 0; i < 4; i++) { if (!input.ReadFloat(uniformParamValues[nUniforms][i])) { if (i == 0) input.Error("Incomplete uniform parameter %s\n", uniformParamNames[nUniforms]); break; } else nUniformComponents[nUniforms]++; } nUniforms++; } else if (strncmp(token, "end", 3) != 0) input.Error(token, "Unrecognized glslShader shader command: %s", token); } while (strncmp(token, "end", 3) != 0); }
void simpleTextureShader::Load(Loader &input) { char token[MAX_INPUT_LENGTH]; char tmp[MAX_INPUT_LENGTH]; uvTransform = matrix::Identity(4); // 4x4 identity matrix do { input.ReadToken(token); if (strncmp(token, "texture", 3) == 0) { tex = texture::LoadTexture(input); if (tex == NULL) input.Error("Unrecognized texture type in simpleTextureShader"); } else if (strcmp(token, "transform") == 0) { matrix m(4, 4, 1.0); input.ReadToken(tmp); if (!strcmp(tmp, "translate")) { float x[3]; for (int i = 0; i < 3; i++) if (!input.ReadFloat(x[i])) input.Error("Incomplete translation information for texture"); m.MakeTranslation(x[0], x[1], x[2]); uvTransform = m * uvTransform; } else if (!strcmp(tmp, "scale")) { float x[3]; for (int i = 0; i < 3; i++) if (!input.ReadFloat(x[i])) input.Error("Incomplete scale information for texture"); m.MakeScale(x[0], x[1], x[2]); uvTransform = m * uvTransform; } else if (!strcmp(tmp, "rotate")) { float x[3]; for (int i = 0; i < 3; i++) if (!input.ReadFloat(x[i])) input.Error("Incomplete rotation information for texture"); m.MakeRotationX(x[0]); uvTransform = m * uvTransform; m.MakeRotationY(x[1]); uvTransform = m * uvTransform; m.MakeRotationZ(x[2]); uvTransform = m * uvTransform; } else if (!strcmp(tmp, "matrix")) // matrix { for (int i = 0; i < 3; i++) for (int j = 0; j < 3; j++) if (!input.ReadFloat(m(i, j))) input.Error("Incomplete matrix information for texture"); uvTransform = m * uvTransform; } else if (!strcmp(tmp, "homogeneous")) // homogeneous matrix { for (int i = 0; i < 3; i++) for (int j = 0; j < 3; j++) if (!input.ReadFloat(m(i, j))) input.Error("Incomplete homogeneous matrix information for texture"); uvTransform = m * uvTransform; } else input.Error(tmp, "Unrecognized texture transform command: %s", tmp); } else if (strncmp(token, "end", 3) != 0) input.Error(token, "Unrecognized texture shader command: %s", token); } while (strncmp(token, "end", 3) != 0); }
void multiTextureShader::Load(Loader &input) { char token[MAX_INPUT_LENGTH]; char tmp[MAX_INPUT_LENGTH]; uvTransform = matrix::Identity(4); // 4x4 identity matrix do { input.ReadToken(token); if (strncmp(token, "texture", 3) == 0) { texture *tex = texture::LoadTexture(input); if (tex == NULL) input.Error("Unrecognized texture type in multiTextureShader"); else textures.Append(tex); } else if (strcmp(token, "vertexshader") == 0) { char tmp[256]; if (!input.ReadToken(tmp)) input.Error("Couldn't find vertex shader name after vertexShader token in multiTextureShader"); else sprintf(vertexShaderName, "%s%s", exePath, tmp); } else if (strcmp(token, "fragmentshader") == 0) { char tmp[256]; if (!input.ReadToken(tmp)) input.Error("Couldn't find fragment shader name after vertexShader token in multiTextureShader"); else sprintf(fragmentShaderName, "%s%s", exePath, tmp); } else if (strcmp(token, "transform") == 0) { matrix m(4, 4, 1.0); input.ReadToken(tmp); if (!strcmp(tmp, "translate")) { float x[3]; int nComp; for (nComp = 0; nComp < 3; nComp++) if (!input.ReadFloat(x[nComp])) break; if (nComp < 2) input.Error("Incomplete translate information for texture"); else if (nComp == 2) x[2] = 0.0; m.MakeTranslation(x[0], x[1], x[2]); uvTransform = m * uvTransform; } else if (!strcmp(tmp, "scale")) { float x[3]; int nComp; for (nComp = 0; nComp < 3; nComp++) if (!input.ReadFloat(x[nComp])) break; if (nComp < 2) input.Error("Incomplete scale information for texture"); else if (nComp == 2) x[2] = 0.0; m.MakeScale(x[0], x[1], x[2]); uvTransform = m * uvTransform; } else if (!strcmp(tmp, "rotate")) { float x[3]; int nComp; for (nComp = 0; nComp < 3; nComp++) if (!input.ReadFloat(x[nComp])) break; if (nComp == 0) input.Error("Incomplete rotation information for texture"); else if (nComp == 1) // Assume a rotation about the z-axis { x[2] = x[0]; x[0] = x[1] = 0.0; } else if (nComp == 2) x[2] = 0.0; m.MakeRotationX(x[0]); uvTransform = m * uvTransform; m.MakeRotationY(x[1]); uvTransform = m * uvTransform; m.MakeRotationZ(x[2]); uvTransform = m * uvTransform; } else if (!strcmp(tmp, "matrix")) // matrix { for (int i = 0; i < 3; i++) for (int j = 0; j < 3; j++) if (!input.ReadFloat(m(i, j))) input.Error("Incomplete matrix information for texture"); uvTransform = m * uvTransform; } else if (!strcmp(tmp, "homogeneous")) // homogeneous matrix { for (int i = 0; i < 3; i++) for (int j = 0; j < 3; j++) if (!input.ReadFloat(m(i, j))) input.Error("Incomplete homogeneous matrix information for texture"); uvTransform = m * uvTransform; } else input.Error(tmp, "Unrecognized multiTexture transform command: %s", tmp); } else if (strcmp(token, "uniform") == 0) { input.ReadToken(uniformParamNames[nUniforms], true, false); // This token should be upper & lower case nUniformComponents[nUniforms] = 0; for (int i = 0; i < 4; i++) { if (!input.ReadFloat(uniformParamValues[nUniforms][i])) { if (i == 0) input.Error("Incomplete uniform parameter %s\n", uniformParamNames[nUniforms]); break; } else nUniformComponents[nUniforms]++; } nUniforms++; } else if (strncmp(token, "end", 3) != 0) input.Error(token, "Unrecognized multiTexture shader command: %s", token); } while (strncmp(token, "end", 3) != 0); }